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City Planner - A game I want to build!


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I love organization & setting things up that "just work"...like having 10 savings accounts all with auto-drafts of various amounts needed to take care of "Health Maintenance", "Car Maintenance", "House Maintenance", etc.  So....I'd love to have a "simple" game that does something similar, but on a much larger scale.

 

Enter my idea....City Planner (temp name for now)

 

I'm looking at making a turn-based game for managing a city. Something that on the surface looks very simple, but has a lot of variables & possibilities that require you to read & understand the choices you are making. No pressure to make fast decisions....something you can "relax" to, yet require careful planning and thought.

 

You would choose 1 of 4 starting points:

 

  • Empty city (pick all officials)
  • Random city (make changes from the get-go, or let it run & see where improvement is needed)
  • Collapsing city (you need to make changes....and pretty quick)
  • Booming city (your city is rich....but problems will start to develop if you don't make some adjustments)

 

You decide how you want to play: pick people haphazardly & see how things change. Or take time to read people's profiles & resumes and make well-informed decisions. There will be some hidden attributes that could cause someone who LOOKS good for the job...to actually be someone that screws things up. Then you have to figure out....is it the person you picked? Or a subordinate? How you find out will be up to you, and there will be pros & cons to each.

 

Pick the right people (as far as you can tell) and run the sim for a month. Check how the budget is doing, where it's going. If things are going south, you have to decide if you need to fire them (which your city will take a hit with a new hire) or just let them be for a bit until their term is up. Events will randomly affect your city, and you'll see if your hired crew rise to the challenge. Or you may need to swap some out and hopefully do better with the next event. Personal events can happen to your team, which can take a good person and make them bad. You may decide to hire some help for them, depending on the situation & your budget.

 

Regarding subordinates....so your hire might be good, but they may hire someone who isn't. This is where the "nudging" comes in. You may not be able to directly affect their subordinate, but you may need to let them know what's up. They may accept it & take care of it, or they may brush you off and you may need to escalate things in some way.

 

Just a taste of where I'm going so far:

 

image.thumb.png.f38d5db859306a47ea35ef5777c61fbf.png

 

image.png.b583b788cd7df7f794d10fec2b5661f7.png

 

image.thumb.png.2d505c04edf35dd06d45ca19812f61d9.png

 

image.thumb.png.74dca882209bbe07189714ba0dc3535f.png

 

 

Does this sound like something anyone would be interested in?  Or am I alone in thinking it would be fun to try to manage hires & personalities like this?  :whistling:

 

BTW - This is probably months away from any kind of alpha testing.  But I think I'm going to make it happen, thanks to AI's help!

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I love organization & setting things up that "just work"...like having 10 savings accounts all with auto-drafts of various amounts needed to take care of "Health Maintenance", "Car Maintenance", "House Maintenance", etc.  So....I'd love to have a "simple" game that does something similar, but on a much larger scale.
 
Enter my idea....City Planner (temp name for now)
 
I'm looking at making a turn-based game for managing a city. Something that on the surface looks very simple, but has a lot of variables & possibilities that require you to read & understand the choices you are making. No pressure to make fast decisions....something you can "relax" to, yet require careful planning and thought.
 
You would choose 1 of 4 starting points:
 
  • Empty city (pick all officials)
  • Random city (make changes from the get-go, or let it run & see where improvement is needed)
  • Collapsing city (you need to make changes....and pretty quick)
  • Booming city (your city is rich....but problems will start to develop if you don't make some adjustments)
 
You decide how you want to play: pick people haphazardly & see how things change. Or take time to read people's profiles & resumes and make well-informed decisions. There will be some hidden attributes that could cause someone who LOOKS good for the job...to actually be someone that screws things up. Then you have to figure out....is it the person you picked? Or a subordinate? How you find out will be up to you, and there will be pros & cons to each.
 
Pick the right people (as far as you can tell) and run the sim for a month. Check how the budget is doing, where it's going. If things are going south, you have to decide if you need to fire them (which your city will take a hit with a new hire) or just let them be for a bit until their term is up. Events will randomly affect your city, and you'll see if your hired crew rise to the challenge. Or you may need to swap some out and hopefully do better with the next event. Personal events can happen to your team, which can take a good person and make them bad. You may decide to hire some help for them, depending on the situation & your budget.
 
Regarding subordinates....so your hire might be good, but they may hire someone who isn't. This is where the "nudging" comes in. You may not be able to directly affect their subordinate, but you may need to let them know what's up. They may accept it & take care of it, or they may brush you off and you may need to escalate things in some way.
 
Just a taste of where I'm going so far:
 
image.thumb.png.f38d5db859306a47ea35ef5777c61fbf.png
 
image.png.b583b788cd7df7f794d10fec2b5661f7.png
 
image.thumb.png.2d505c04edf35dd06d45ca19812f61d9.png
 
image.thumb.png.74dca882209bbe07189714ba0dc3535f.png
 
 
Does this sound like something anyone would be interested in?  Or am I alone in thinking it would be fun to try to manage hires & personalities like this?  :whistling:
 
BTW - This is probably months away from any kind of alpha testing.  But I think I'm going to make it happen, thanks to AI's help!

I’d love it but… if the theme was to build a city or a settlement in the NW. Just a thought


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🙏 Thank you! 🙏

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8 hours ago, Michał said:


I’d love it but… if the theme was to build a city or a settlement in the NW. Just a thought


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I could make "Paradise" one of the cities and that would turn off "corruption", disasters, and health issues.  But then there might not be any way to fail...  😝  Would money even be a thing?  I dunno...might have to think about it.

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I could make "Paradise" one of the cities and that would turn off "corruption", disasters, and health issues.  But then there might not be any way to fail...    Would money even be a thing?  I dunno...might have to think about it.

I don’t know about the mechanics but in the NW there are going to be time and raw material constraints.

A
Mission could be like this: Complete the city in 200 turns so it can sustain 10,000 resurrected ones.


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🙏 Thank you! 🙏

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2 hours ago, computerwiz said:

 

I could make "Paradise" one of the cities and that would turn off "corruption", disasters, and health issues.  But then there might not be any way to fail...  😝  Would money even be a thing?  I dunno...might have to think about it.

 

a government ban?

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